Let's talk about the world Superman would interact with.
Building a World
Managing Locations
Superman's world needs to be massive in order to accommodate his maneuverability and speed. A Superman game can't be limited to a street or even an isolated city. A Superman game needs to be a global game.
This doesn't mean that we need to craft an entire world however. My recommendation is to craft large, but specific locations that Superman can travel within and then "jump" between.
A game designer can only build a finite world, but the player must have a sense of freedom while in that finite world. If, while in a city, the player decides to blast into orbit, they should be able to. However, there can only be a set number of locations to visit from there due to the limitations of hardware and data storage. Superman will not be flying along the interstate between Gotham City and Metropolis.
Imagine the player hovering from orbit and cycling through various cities and locations to explore; each location larger in size than the city in BAC. That's a massive undertaking.
There is also the issue of intergalactic and dimensional travel where necessary. Superman would utilize "Boom Tubes" in order to expedite travel from one planet to the next.
Load times would be utilized between city sections, entering buildings or tunnels, or moving between cities and planets.
Locations I propose would be:
1. Metropolis
a. Suicide Slums
b. Cadmus and STAR Labs
c. Daily Planet and downtown
d. Lexcorp
2. Smallville
3. Fortress of Solitude and the Arctic
4. Apokalypse
5. War World
6. The Phantom Zone
7. Kandor
Collateral Damage
Each map would be arranged with 3 levels: A sub-level, ground level, and sky. The ground level, particularly in cities, would be completely destructible. If Superman is hit hard enough, he can be blasted through the ground into the sewer system, leaving a gaping hole in the streets. Also, using X-Ray vision, he could identify which areas under the ground he could use to fly under an enemy on the ground level and attack from beneath.
These streets could be utilized as weapons to boot. Superman could lift a stretch of asphalt from under an enemy like snapping a rug from under someone.
Naturally, considerate guy that he is, Superman would want to avoid as much collateral damage as possible in cities. Collision detection would be very important and the destruction of the environment would depend on what hit it and how hard and fast. Superman should not stub his toe on a building and bring it crumbling down. While inside a building, Superman could blast through to the top by going through each floor for a quick exit.
Missions and Objectives
Missions would naturally occur as the game progressed with the various threats that come in the main campaign. Side missions can be picked up via investigating pleas for help, examining crime scenes, aiding fellow heroes, embarking on training missions, or following leads from the Daily Planet.
Missions can be tracked and managed via a simple interface in the pause menu.
A Worthy Challenge: Enemies
Superman needs enemies that can challenge him in mind, body and spirit. Some villains might present him with mysteries, investigations, or rescue missions. These can be side missions that must be discovered before beginning. Others would simply be combative challenges. Then some villains might do both.
For puzzles, mysteries, investigations, and hunting, I propose:
Lex Luthor
Mr. Mxyzptlk
Darkseid
Braniac
Cadmus
For physical challenges and combat, I propose:
Braniac and his armada
General Zod and the Phantom Zone criminals
Darkseid and Apokalypse
Doomsday
Cyborg Superman
Bizarro
Metallo
Magic users such as Silver Banshee
Mongol
Side Missions: Allies
Superman would pick up various missions to aid his fellow crime fighters within his direct mythos. Busting up gangs, gathering (or eliminating) research samples, detective work- you name it. Allies with quests (by location) could include:
Metropolis
Guardian
Gangbuster
Bibbo Bibbowski
Lois Lane
Dan Turpin
Captain Maggie Sawyer
Professor Emil Hamilton
Black Lightning
Fortress of Solitude
Power Girl
Steel
Eradicator
Apokalypse
Orion
Mr. Miracle
Big Barda
Smallville
Supergirl
Superboy
Lana Lang
Extras and Unlockables
Everyone loves unlockables. So here's a few I would want to see.
Costumes and skins:
Earth-2 Superman: Unlock by Leaping 1000 tall buildings in a single bound
Perk: Doubles attack power; Reduces health by 25%
Regeneration Suit: Unlock by completing all Fortress of Solitude side missions.
Perk: grants faster health regeneration; Reduces Strength by 25%
Emperor Joker costume: Unlock by completing Mr. Mxyzptlk's side quest
Kingdom Come: Unlock by completing Wonder Woman and Captain Marvel's training
Perk: Increases Health by 15%; Reduces Speed by 15%
Superman Beyond: Unlock by completing all side missions
Perk: Increases Speed by 10%; Lowers XP gained by 5%
Doomsday Armor: Unlock by defeating Doomsday
Perk: Increases Defense by 15%; lowers AP by 10%
Elseworlds Batman: Unlock by saving 100 citizens; cause over $20 million in damage to Metropolis
Superman Blue: Unlock by finishing Professor Emil Hamilton's missions
Perk: Increases AP by 25%, Increases Super Power strength by 15%; lowers Defense by 25%
Justice Lord costume: Unlock by finishing the game with the dark path
Blue Lantern Superman: Unlock by finishing the game with the light path
So that's my proposal. Is it ambitious and immense? Absolutely. But it's not impossible. Are you listening, Rocksteady?
Please note that this blog is meant to be, at times, a somewhat stream-of-consciousness thought process as I write and ponder things. So sometimes my ideas and conclusions will be polished and other times not so much. In other words, I sometimes ramble.
Sunday, October 30, 2011
Proposal for a Successful Superman Game: Part 3
Last time I wrote about basic controls. Now we'll get into the nitty gritty of things.
Task Management: Crisis or otherwise
What if Superman couldn't save every last person in a crisis? He may be powerful, but he is not omnipotent. Consider that perhaps Superman, with limited time to act, couldn't save them because if he moved as fast as he could, it would physically harm the people he wanted to save. Superman may be immune to negative effects of G-forces, but humans aren't. He is also bound by the constraints of time, no matter how fast he is.
In order to approach this, the player must consider the balance of time, quantity of tasks to be performed in that time, and, if applicable, target endurance (such as civilians).
To implement this, I recommend a system similar to "V.A.T.S." from the Fallout series. However, this mode would not stop time completely as with V.A.T.S. The player would hold down a button to enter a sort of "Bullet Time" mode. This effect was used in BAC for the Line Launcher tool if the player wished to fire a second line in a different direction. For the unfamiliar, it slows time down to allow the player to make better decisions.
In this mode, every possible objective and target would be highlighted. The player would be presented with a meter like in Fallout with a set number of "Action Points". Action Points would represent the time necessary to implement that action. Using the right analog stick, the player could select various targets to attack or rescue. Each selection, depending on the type, would cost a set number of action points.
Players will have to balance their selections in hopes of doing the most good with the time they have. Do you save all the people while letting the building fall into another, which would potentially put even more people in harms way? Or do you let some fall to their doom to stop the impending massive destruction?
Action Points could be increased via skill training; however, the cost for each target would remain constant. They would regenerate automatically.
Alignment
Based on decisions, Superman's alignment and the way he is perceived can be affected over time. Of course, Superman won't become evil, but he can become a darker version of himself if his decisions seem ruthless or destructive enough. This is inspired by Spider-man Web of Shadows.
Superman's alignment can affect different power upgrades and also costumes accessible to players.
Stats and Leveling Up
Superman needs to have all his basic powers from the start, otherwise it doesn't make sense. However, there's nothing that says he can't become more efficient.
Health and Power
As long as Superman is outside directly underneath a yellow sun, his health will regenerate slowly but automatically. In areas where the sun is not available, his health can be replenished in combat or by solving various challenges and puzzles from his enemies, as in BAC.
Experience
Superman would gain experience points in order to level up. With each level, he would acquire points that could be spent to augment one of his skills. Each skill would have a plateau that would need to be broken through via training and challenges.
Experience can also be used to enhance Superman's resistances to various attacks. In the comics, Superman developed a bit of resistance to Kryptonite little by little over the years. Skill points could be used to increase resistances to Kryptonite, Magic, Red sun energy, Concussive Blast pushback, and super powered Melee damage.
Training
Superman would be able to utilize various training programs and challenges to enhance his abilities. Training programs at the Fortress of Solitude as well as training sessions and challenges with various Justice League members would allow him to become better. Speed training with The Flash or combat training with Wonder Woman and Captain Marvel would all be used to break through leveling plateaus and grant new techniques.
Trainers and upgrades could include:
Wonder Woman: Combat techniques and counters
Captain Marvel: Combat strength and Magic resistance
Martian Manhunter: Super Power amplification and Action points
The Flash: Speed training
Next time I'll talk about setting up a world that's big enough for Superman and how he'll interact with it.
Task Management: Crisis or otherwise
What if Superman couldn't save every last person in a crisis? He may be powerful, but he is not omnipotent. Consider that perhaps Superman, with limited time to act, couldn't save them because if he moved as fast as he could, it would physically harm the people he wanted to save. Superman may be immune to negative effects of G-forces, but humans aren't. He is also bound by the constraints of time, no matter how fast he is.
In order to approach this, the player must consider the balance of time, quantity of tasks to be performed in that time, and, if applicable, target endurance (such as civilians).
To implement this, I recommend a system similar to "V.A.T.S." from the Fallout series. However, this mode would not stop time completely as with V.A.T.S. The player would hold down a button to enter a sort of "Bullet Time" mode. This effect was used in BAC for the Line Launcher tool if the player wished to fire a second line in a different direction. For the unfamiliar, it slows time down to allow the player to make better decisions.
In this mode, every possible objective and target would be highlighted. The player would be presented with a meter like in Fallout with a set number of "Action Points". Action Points would represent the time necessary to implement that action. Using the right analog stick, the player could select various targets to attack or rescue. Each selection, depending on the type, would cost a set number of action points.
Players will have to balance their selections in hopes of doing the most good with the time they have. Do you save all the people while letting the building fall into another, which would potentially put even more people in harms way? Or do you let some fall to their doom to stop the impending massive destruction?
Action Points could be increased via skill training; however, the cost for each target would remain constant. They would regenerate automatically.
Alignment
Based on decisions, Superman's alignment and the way he is perceived can be affected over time. Of course, Superman won't become evil, but he can become a darker version of himself if his decisions seem ruthless or destructive enough. This is inspired by Spider-man Web of Shadows.
Superman's alignment can affect different power upgrades and also costumes accessible to players.
Stats and Leveling Up
Superman needs to have all his basic powers from the start, otherwise it doesn't make sense. However, there's nothing that says he can't become more efficient.
Health and Power
As long as Superman is outside directly underneath a yellow sun, his health will regenerate slowly but automatically. In areas where the sun is not available, his health can be replenished in combat or by solving various challenges and puzzles from his enemies, as in BAC.
Experience
Superman would gain experience points in order to level up. With each level, he would acquire points that could be spent to augment one of his skills. Each skill would have a plateau that would need to be broken through via training and challenges.
Experience can also be used to enhance Superman's resistances to various attacks. In the comics, Superman developed a bit of resistance to Kryptonite little by little over the years. Skill points could be used to increase resistances to Kryptonite, Magic, Red sun energy, Concussive Blast pushback, and super powered Melee damage.
Training
Superman would be able to utilize various training programs and challenges to enhance his abilities. Training programs at the Fortress of Solitude as well as training sessions and challenges with various Justice League members would allow him to become better. Speed training with The Flash or combat training with Wonder Woman and Captain Marvel would all be used to break through leveling plateaus and grant new techniques.
Trainers and upgrades could include:
Wonder Woman: Combat techniques and counters
Captain Marvel: Combat strength and Magic resistance
Martian Manhunter: Super Power amplification and Action points
The Flash: Speed training
Next time I'll talk about setting up a world that's big enough for Superman and how he'll interact with it.
Friday, October 28, 2011
Proposal for a Successful Superman Game: Part 2
- The Proposal-
Engaging the Player
Imagine a classic Superman scenario…
Superman is in downtown Metropolis. A giant Braniac robot is on the rampage. The city street is in ruins. Holes have been punched through the asphalt, revealing the sewers below. Water lines are spewing into the air. Devastated emergency response vehicles litter the street. Superman rockets toward the Braniac bot, knocking aside smaller robots leading a charge toward him. As he nears, the giant robot blasts him with a concussive laser, sending him careening into the side of a skyscraper at dizzying speed. Superman recovers quickly but notices now the skyscraper's supports have collapsed, and the building is beginning to topple sideways. People who were moments before spectators of the titanic battle are falling from the windows. At super speed, Superman calculates a trajectory to intercept the falling people, bringing them to safety. Immediately after, he catches the building on one of its supports and struggles to place it safely to the ground.
Now angered, Superman soars toward the robot again at super-sonic speed. The windows of nearby buildings shatter with the force. He dodges another concussive laser and this time, flies under the robot, and punches directly through it from underneath. As he emerges from the top of the robots shell, it sputters and collapses to the ground.
Now, how would you like to play a game where you get to do all of that?
In order to capture the Superman experience, you must address the problems I mentioned before: powers, confinement, and control. Also, the challenges presented to Superman must not only be that of brute strength, but must challenge his mind and his ethics as well. Superman is more than just muscle, and many of his enemies challenge his mind and ethics more than his powers. However, yes, Superman needs some challenges that can go toe-to-toe with him and then some. He needs to be able to let loose for the player to get the full experience. Fortunately, there are plenty of opportunities if you look in the right places.
Simplicity and Ease of Control
Much of the control scheme I propose is inspired by the controls for Batman: Arkham City, hereafter referred to as BAC. Naturally there will be variations attuned to Superman's unique abilities, but the core ideas are from BAC. As a point of reference, I will at times use the PS3 controller as an example.
Basic Movement
Superman can walk using the left analog stick. Hold down the X button to make him run. Double tap and hold the X button to make him move at super speed.
Superman will move effortlessly over obstacles, no jumping required. If running toward a building, Superman will automatically leap up and over it rather than hit the wall. This can be adjusted mid-jump via the left analog stick should the player wish to land atop the building instead. Just press toward the obstacle to scale or perch on it. To drop from a perch, press the Circle button. If a significant jump is necessary when not running, tap R1. Hold R1 to enter Flight mode.
At the top of the screen would be a compass. Top left would be health and Action Points (see Crisis Management below).
Combat
Superman isn't a dynamic martial artist, though he is capable in his own right. Simple punch and kick combos can be assigned to a single button press like BAC and allow for "free flow combos". Superman should also be able to "charge up" his punches by way of holding down the attack button to allow for earth-shattering blows. A second button would initiate stuns for sturdier foes. Instant takedowns can be used like BAC.
Superman needs the ability to block on top of performing counters, so I recommend a Guard button tap for counters and a button hold for overt Blocking. His blocks and counters will vary based on context. There's no need to Block for things such as bullets from thugs. They just bounce right off and cause zero damage. Rockets can be caught in mid-air and thrown back at targets.
To be clear, conventional weaponry does zero damage to Superman. Larger military grade weaponry might knock him back slightly, but absolutely no damage, or even stuns, results from this.
Powers can be cycled through using a directional pad, also like BAC, and executed much in the same way through a careful aiming reticle or quick-fire combo attacks. Superman should have his entire arsenal right from the start. These can be enhanced to even greater heights via training, which I will address later.
The environment can also be used in a battle. Usable objects will be auto-identified and can be equipped or used by an on-screen prompted button press when Superman is nearby. Things like street signs, cars, boulders and even strips of asphalt can be utilized should the player wish.
From a distance on the ground or in the air, Superman can auto-target airborne enemies and rocket toward them with an on-screen prompted button press. This is much like BAC's Glide Kick.
Combat will remain the same whether on the ground or in the air.
Flight
Flight will make or break a Superman game. My proposal takes inspiration from the Dragonball Z: Budokai Tenkaichi/Sparking games. Using the PS3's controller as an example, I propose using a shoulder button like R1 to ascend and R2 to descend. The player may move through the air at an even pace using the left analog stick and move at a swift pace by holding the X button while moving. A double tap of the X button will cause Superman to go to super-sonic speeds. Once super-sonic, simply hold the X button to continue. The player can move up or down while flying in any direction, at any speed, by using R1 or R2. The camera will auto-correct while flying and adjust behind Superman. (This can be turned off if the player wishes.)Double tapping R1 or R2 while flying in a straight line will cause Superman to do a U-turn.
As a note, flying or even flying swiftly will not damage the environment. But if Superman goes supersonic, he is essentially a freight train and will destroy anything in his path.
Targeting enemies while flying goes back to BAC's "Glide Kick" function. Superman will auto-identify potential targets during flight. This auto-ID will give an on-screen prompt/option indicating a button press should the player wish to engage the enemy. With the button press, Superman will change his trajectory to make a bee-line for the enemy. Simply hold the button to continue attack trajectory.
Counters will also be fully integrated into flight. If, as Superman soars toward the enemy on his attack trajectory, and the enemy attempts to shoot him out of the sky, the player can tap the Guard button to allow Superman to dodge the attack and even change his attack trajectory mid-flight if necessary (such as with the Braniac bot's demise in the earlier scenario).
Superman will also be able to carry any targetable object from the environment while in flight.
Quicktime Events
Quicktime events come into play with events or actions that are too complicated for basic play control, or to give a sense of struggle and urgency to a player. An example of a quicktime event might be the collapsing building from our scenario. The player can target and fly to the building to catch it, but the actual support of, and successful prevention of the building's collapse could be implemented by a rapid button press prompt. More dire situations could shake things up by varying, multiple button presses thrown at the player to keep them on their toes.
Managing Powers
Superman's powers have a variety of uses in and out of combat. Each instance must feel effective and intuitive. As stated above, I believe using a directional pad interface to select these individual powers would be the best approach. Also they would utilize either a target reticle or quick-fire combat maneuver.
Combative
Superman's basic combat powers would incorporate Heat vision and Ice breath. Heat vision would be a basic long distance attack, while Ice breath would help with crowd control by freezing multiple enemies in place, or slowing them down.
Using artistic license, you could add in a few extra attacks for quick-fire maneuvers. Adding in a Ground punch to act as a shockwave would help if Superman were surrounded.
Utilitarian
Superman's powers can be used to solve a variety of problems outside of combat. BAC gave Batman a nigh-omniscient means of monitoring his environment using "Detective Mode" and radio monitoring of enemies' communication networks. Superman's super hearing and X-Ray vision would be used in the exact same way. With the quick tap of a button, X-Ray vision would let Superman identify enemies' nature (human, robot, alien, etc.), threat, weapons, position, etc. Superman would be able to see through walls and attack if warranted. His hearing would let him pick up on enemy communication and hear pleas for help from civilians.
Of course, he would be unable to see through lead, so that could be incorporated into various puzzles or scenarios in a limited fashion.
Superman's heat vision can be used to weld metal together, burn out electronics, super heat weapons in unsuspecting thugs' hands, or make precise cuts through barriers if the situation does not merit to punching through them. His ice breath can cool off fires, freeze water, and slow explosive component reactions.
Superman's super strength would be used to open up new paths, build improvised bridges or structures for NPCs' safety, lift large objects, etc.
Next time, I'll talk about Crisis management, skills, and ethical choices.
Engaging the Player
Imagine a classic Superman scenario…
Superman is in downtown Metropolis. A giant Braniac robot is on the rampage. The city street is in ruins. Holes have been punched through the asphalt, revealing the sewers below. Water lines are spewing into the air. Devastated emergency response vehicles litter the street. Superman rockets toward the Braniac bot, knocking aside smaller robots leading a charge toward him. As he nears, the giant robot blasts him with a concussive laser, sending him careening into the side of a skyscraper at dizzying speed. Superman recovers quickly but notices now the skyscraper's supports have collapsed, and the building is beginning to topple sideways. People who were moments before spectators of the titanic battle are falling from the windows. At super speed, Superman calculates a trajectory to intercept the falling people, bringing them to safety. Immediately after, he catches the building on one of its supports and struggles to place it safely to the ground.
Now angered, Superman soars toward the robot again at super-sonic speed. The windows of nearby buildings shatter with the force. He dodges another concussive laser and this time, flies under the robot, and punches directly through it from underneath. As he emerges from the top of the robots shell, it sputters and collapses to the ground.
Now, how would you like to play a game where you get to do all of that?
In order to capture the Superman experience, you must address the problems I mentioned before: powers, confinement, and control. Also, the challenges presented to Superman must not only be that of brute strength, but must challenge his mind and his ethics as well. Superman is more than just muscle, and many of his enemies challenge his mind and ethics more than his powers. However, yes, Superman needs some challenges that can go toe-to-toe with him and then some. He needs to be able to let loose for the player to get the full experience. Fortunately, there are plenty of opportunities if you look in the right places.
Simplicity and Ease of Control
Much of the control scheme I propose is inspired by the controls for Batman: Arkham City, hereafter referred to as BAC. Naturally there will be variations attuned to Superman's unique abilities, but the core ideas are from BAC. As a point of reference, I will at times use the PS3 controller as an example.
Basic Movement
Superman can walk using the left analog stick. Hold down the X button to make him run. Double tap and hold the X button to make him move at super speed.
Superman will move effortlessly over obstacles, no jumping required. If running toward a building, Superman will automatically leap up and over it rather than hit the wall. This can be adjusted mid-jump via the left analog stick should the player wish to land atop the building instead. Just press toward the obstacle to scale or perch on it. To drop from a perch, press the Circle button. If a significant jump is necessary when not running, tap R1. Hold R1 to enter Flight mode.
At the top of the screen would be a compass. Top left would be health and Action Points (see Crisis Management below).
Combat
Superman isn't a dynamic martial artist, though he is capable in his own right. Simple punch and kick combos can be assigned to a single button press like BAC and allow for "free flow combos". Superman should also be able to "charge up" his punches by way of holding down the attack button to allow for earth-shattering blows. A second button would initiate stuns for sturdier foes. Instant takedowns can be used like BAC.
Superman needs the ability to block on top of performing counters, so I recommend a Guard button tap for counters and a button hold for overt Blocking. His blocks and counters will vary based on context. There's no need to Block for things such as bullets from thugs. They just bounce right off and cause zero damage. Rockets can be caught in mid-air and thrown back at targets.
To be clear, conventional weaponry does zero damage to Superman. Larger military grade weaponry might knock him back slightly, but absolutely no damage, or even stuns, results from this.
Powers can be cycled through using a directional pad, also like BAC, and executed much in the same way through a careful aiming reticle or quick-fire combo attacks. Superman should have his entire arsenal right from the start. These can be enhanced to even greater heights via training, which I will address later.
The environment can also be used in a battle. Usable objects will be auto-identified and can be equipped or used by an on-screen prompted button press when Superman is nearby. Things like street signs, cars, boulders and even strips of asphalt can be utilized should the player wish.
From a distance on the ground or in the air, Superman can auto-target airborne enemies and rocket toward them with an on-screen prompted button press. This is much like BAC's Glide Kick.
Combat will remain the same whether on the ground or in the air.
Flight
Flight will make or break a Superman game. My proposal takes inspiration from the Dragonball Z: Budokai Tenkaichi/Sparking games. Using the PS3's controller as an example, I propose using a shoulder button like R1 to ascend and R2 to descend. The player may move through the air at an even pace using the left analog stick and move at a swift pace by holding the X button while moving. A double tap of the X button will cause Superman to go to super-sonic speeds. Once super-sonic, simply hold the X button to continue. The player can move up or down while flying in any direction, at any speed, by using R1 or R2. The camera will auto-correct while flying and adjust behind Superman. (This can be turned off if the player wishes.)Double tapping R1 or R2 while flying in a straight line will cause Superman to do a U-turn.
As a note, flying or even flying swiftly will not damage the environment. But if Superman goes supersonic, he is essentially a freight train and will destroy anything in his path.
Targeting enemies while flying goes back to BAC's "Glide Kick" function. Superman will auto-identify potential targets during flight. This auto-ID will give an on-screen prompt/option indicating a button press should the player wish to engage the enemy. With the button press, Superman will change his trajectory to make a bee-line for the enemy. Simply hold the button to continue attack trajectory.
Counters will also be fully integrated into flight. If, as Superman soars toward the enemy on his attack trajectory, and the enemy attempts to shoot him out of the sky, the player can tap the Guard button to allow Superman to dodge the attack and even change his attack trajectory mid-flight if necessary (such as with the Braniac bot's demise in the earlier scenario).
Superman will also be able to carry any targetable object from the environment while in flight.
Quicktime Events
Quicktime events come into play with events or actions that are too complicated for basic play control, or to give a sense of struggle and urgency to a player. An example of a quicktime event might be the collapsing building from our scenario. The player can target and fly to the building to catch it, but the actual support of, and successful prevention of the building's collapse could be implemented by a rapid button press prompt. More dire situations could shake things up by varying, multiple button presses thrown at the player to keep them on their toes.
Managing Powers
Superman's powers have a variety of uses in and out of combat. Each instance must feel effective and intuitive. As stated above, I believe using a directional pad interface to select these individual powers would be the best approach. Also they would utilize either a target reticle or quick-fire combat maneuver.
Combative
Superman's basic combat powers would incorporate Heat vision and Ice breath. Heat vision would be a basic long distance attack, while Ice breath would help with crowd control by freezing multiple enemies in place, or slowing them down.
Using artistic license, you could add in a few extra attacks for quick-fire maneuvers. Adding in a Ground punch to act as a shockwave would help if Superman were surrounded.
Utilitarian
Superman's powers can be used to solve a variety of problems outside of combat. BAC gave Batman a nigh-omniscient means of monitoring his environment using "Detective Mode" and radio monitoring of enemies' communication networks. Superman's super hearing and X-Ray vision would be used in the exact same way. With the quick tap of a button, X-Ray vision would let Superman identify enemies' nature (human, robot, alien, etc.), threat, weapons, position, etc. Superman would be able to see through walls and attack if warranted. His hearing would let him pick up on enemy communication and hear pleas for help from civilians.
Of course, he would be unable to see through lead, so that could be incorporated into various puzzles or scenarios in a limited fashion.
Superman's heat vision can be used to weld metal together, burn out electronics, super heat weapons in unsuspecting thugs' hands, or make precise cuts through barriers if the situation does not merit to punching through them. His ice breath can cool off fires, freeze water, and slow explosive component reactions.
Superman's super strength would be used to open up new paths, build improvised bridges or structures for NPCs' safety, lift large objects, etc.
Next time, I'll talk about Crisis management, skills, and ethical choices.
Proposal for a Successful Superman Game: Part 1
A good Superman video game has eluded the market for as long as games have existed. Nearly every iteration bearing Superman’s likeness has been atrocious. In some instances, this could be attributed to limited technological capabilities in the past. In others it comes down to bad design. However, the biggest hurdle seems to be the clash between the nature of the character and video games.
I believe we are at a point in technology and game development where a good Superman game is possible. Over-the-top power fantasy games like God of War, along with the fantastic implementation of free roaming super hero antics seen in Batman: Arkham City, lead me to believe it is finally time.
First, let’s cover a basic understanding of Superman, video games, and how to make these two play well together. We’ll identify what went wrong in past games, why, and learn from those mistakes. Finally, I will detail my proposal for a Superman video game of monumental proportions.
Superman and Video Games
I doubt I need to elaborate on Superman much. We all know his basic abilities: super strength, invulnerability, super speed, flight, X-Ray vision, Heat vision, Ice breath, super hearing- the guy has it all. He gets his powers from Earth’s yellow sun, so in its absence, his powers gradually drain, especially under a red sun. We also know his big weakness: Kryptonite. There is a lesser known, but just as important weakness: Magic. Of course in regard to character, we know Superman is the goody-two-shoes Boy Scout; Truth, Justice, and the American Way: hard work, honesty, and fair play.
Video games of course need to have a clear objective for a player and, in the case of adventure games, need to have a sense of danger to the player. There must be a level of challenge (varies for each player’s taste) and also needs to be a rewarding experience. Players want to invest in the struggle and come away with a sense of accomplishment.
So the crux of the problem is: how do you create a video game that feels fun, challenging and rewarding for a player when your hero is essentially invincible?
I believe good writing and direction can overcome this. The developer must understand not only Superman’s abilities, but his character as well. Conflict is the essence of drama, and a writer that understands Superman’s character will understand his conflict with the world around him. Find the conflict and you are one step closer to your objective.
Of course, all that aside, players do want the vicarious feeling of soaring through the sky, leaping tall buildings in a single bound, etc. The experience must be, well, super.
Past Failures
As I said earlier, past Superman games have been terrible experiences for a variety of reasons. Hopefully by analyzing a few of them, we can understand what not to do.
Problem #1: Powers
We’ve established that the biggest problem with Superman games is the conflict between his abilities and the nature of games. Many developers in the past have approached this by eliminating some of his powers altogether, or limiting them to “power ups” found throughout the game. Most of the games prior to the Playstation 2 took this route.
The issue becomes one of frustration, as the player does not feel the experience is one where they are taking over the role of Superman. A player naturally does not feel “super” when they must worry about things like collision with enemies’ very bodies causing Superman to be damaged. Or hurt by bullets and knives. Or chainsaws. Superman should not have a glass jaw that can be shattered by everyday thugs. A player needs to feel empowered playing as Superman- it’s the classic American boyhood dream come true.
Problem #2: Confinement
The older games were limited in the scope of the world Superman could maneuver through, which also crippled the experience. Not only was Superman fragile, he was stuck on the ground, or in some cases, could hover a bit. He was restricted to a very finite area, perhaps an alleyway. Yet the very idea of flight implies freedom in a wide expanse. A Superman game needs its world to be huge; by necessity it must allow a larger than life experience for a character who is that way.
There were a couple games that got the area of flight going in the right direction. I personally feel Superman: Shadow of Apokalypse for the Playstation 2 is the best Superman game made so far, and I enjoyed the flight mechanics there. But Superman Returns on the Xbox also did this one area right. It gave a good sized city to run around in and allowed super-sonic flight. That was really the only redeeming value of the game.
On top of freedom to take to the skies, however, there is the need for Superman to not be limited by environmental obstacles. A chain link fence should not prevent the Man of Steel from advancing. While Superman is considerate of his surroundings and collateral damage, there should never be an instance where a simple wall is halting his progress. This of course means destructible environments are necessary, which can be either a boon or a crisis depending on context.
Problem #3: Control
One of the most notorious examples of a bad Superman game, often heralded as one of the worst games ever made, was Superman (often referred to as Superman64) for the Nintendo 64. Why was it so maligned? The most common answers are terrible objectives (the rings!), level design, collision detection, and the control scheme.
More than any other feature, a poor control scheme will ruin a game. A player has enough to deal with regarding intentional, in-game challenges; they should not have to fight the game in order to make it operate the way they intend.
Superman has a diverse arsenal of powers and must make decisions on the fly. He can’t save the day while fighting with lousy, confusing control. An interface to control Superman must feel simple, contextual, and intuitive.
Is It Possible?
These seem like daunting obstacles for a game. For a game developer, what I just described likely sounds like a nightmare of development.
What follows in my next post is my proposal for a Superman game. Understand, it is massive and ambitious in scope. It is not something lightly approached, and any developer willing to attempt it would have to have an enormous team and a lot of funding to make it happen. But thanks largely to the development and massive commercial success of Batman: Arkham City by Rocksteady, I believe it is possible. A team like Rocksteady is ready to make this a reality.
I believe we are at a point in technology and game development where a good Superman game is possible. Over-the-top power fantasy games like God of War, along with the fantastic implementation of free roaming super hero antics seen in Batman: Arkham City, lead me to believe it is finally time.
First, let’s cover a basic understanding of Superman, video games, and how to make these two play well together. We’ll identify what went wrong in past games, why, and learn from those mistakes. Finally, I will detail my proposal for a Superman video game of monumental proportions.
Superman and Video Games
I doubt I need to elaborate on Superman much. We all know his basic abilities: super strength, invulnerability, super speed, flight, X-Ray vision, Heat vision, Ice breath, super hearing- the guy has it all. He gets his powers from Earth’s yellow sun, so in its absence, his powers gradually drain, especially under a red sun. We also know his big weakness: Kryptonite. There is a lesser known, but just as important weakness: Magic. Of course in regard to character, we know Superman is the goody-two-shoes Boy Scout; Truth, Justice, and the American Way: hard work, honesty, and fair play.
Video games of course need to have a clear objective for a player and, in the case of adventure games, need to have a sense of danger to the player. There must be a level of challenge (varies for each player’s taste) and also needs to be a rewarding experience. Players want to invest in the struggle and come away with a sense of accomplishment.
So the crux of the problem is: how do you create a video game that feels fun, challenging and rewarding for a player when your hero is essentially invincible?
I believe good writing and direction can overcome this. The developer must understand not only Superman’s abilities, but his character as well. Conflict is the essence of drama, and a writer that understands Superman’s character will understand his conflict with the world around him. Find the conflict and you are one step closer to your objective.
Of course, all that aside, players do want the vicarious feeling of soaring through the sky, leaping tall buildings in a single bound, etc. The experience must be, well, super.
Past Failures
As I said earlier, past Superman games have been terrible experiences for a variety of reasons. Hopefully by analyzing a few of them, we can understand what not to do.
Problem #1: Powers
We’ve established that the biggest problem with Superman games is the conflict between his abilities and the nature of games. Many developers in the past have approached this by eliminating some of his powers altogether, or limiting them to “power ups” found throughout the game. Most of the games prior to the Playstation 2 took this route.
The issue becomes one of frustration, as the player does not feel the experience is one where they are taking over the role of Superman. A player naturally does not feel “super” when they must worry about things like collision with enemies’ very bodies causing Superman to be damaged. Or hurt by bullets and knives. Or chainsaws. Superman should not have a glass jaw that can be shattered by everyday thugs. A player needs to feel empowered playing as Superman- it’s the classic American boyhood dream come true.
Problem #2: Confinement
The older games were limited in the scope of the world Superman could maneuver through, which also crippled the experience. Not only was Superman fragile, he was stuck on the ground, or in some cases, could hover a bit. He was restricted to a very finite area, perhaps an alleyway. Yet the very idea of flight implies freedom in a wide expanse. A Superman game needs its world to be huge; by necessity it must allow a larger than life experience for a character who is that way.
There were a couple games that got the area of flight going in the right direction. I personally feel Superman: Shadow of Apokalypse for the Playstation 2 is the best Superman game made so far, and I enjoyed the flight mechanics there. But Superman Returns on the Xbox also did this one area right. It gave a good sized city to run around in and allowed super-sonic flight. That was really the only redeeming value of the game.
On top of freedom to take to the skies, however, there is the need for Superman to not be limited by environmental obstacles. A chain link fence should not prevent the Man of Steel from advancing. While Superman is considerate of his surroundings and collateral damage, there should never be an instance where a simple wall is halting his progress. This of course means destructible environments are necessary, which can be either a boon or a crisis depending on context.
Problem #3: Control
One of the most notorious examples of a bad Superman game, often heralded as one of the worst games ever made, was Superman (often referred to as Superman64) for the Nintendo 64. Why was it so maligned? The most common answers are terrible objectives (the rings!), level design, collision detection, and the control scheme.
More than any other feature, a poor control scheme will ruin a game. A player has enough to deal with regarding intentional, in-game challenges; they should not have to fight the game in order to make it operate the way they intend.
Superman has a diverse arsenal of powers and must make decisions on the fly. He can’t save the day while fighting with lousy, confusing control. An interface to control Superman must feel simple, contextual, and intuitive.
Is It Possible?
These seem like daunting obstacles for a game. For a game developer, what I just described likely sounds like a nightmare of development.
What follows in my next post is my proposal for a Superman game. Understand, it is massive and ambitious in scope. It is not something lightly approached, and any developer willing to attempt it would have to have an enormous team and a lot of funding to make it happen. But thanks largely to the development and massive commercial success of Batman: Arkham City by Rocksteady, I believe it is possible. A team like Rocksteady is ready to make this a reality.
Monday, September 5, 2011
The Linchpin, part 1
I have issues.
I've said in this blog-journal thing before that, figuratively speaking, I'm a runner. This fact has only become more readily apparent to me this past week. The past few months have been difficult for me, and this past week was the kicker. I almost had a literal nervous breakdown at work, and in the aftermath of introspection I learned some things about myself. What exactly I learned is a rather involved process and spans a decade so I'm going to spread that over a few entries. I don't feel like writing a novel today. The theme for these entries involves trust. The key points of my breakdown involve my anti-social tendencies, my inner conflict, and my relationship to God. I hope to write these as a means to help overcome this monumental obstacle in my life.
But today I'm going to talk about why I'm anti-social. At the end of this series, you'll see how that has played into the events leading to today.
My greatest enemy in life (outside of myself, that is) seems to be Perception. Perception has burned me more than anything else, whether through my own faulty perceptions of situations and people or, much more frequently, people's perceptions of me.
My job is, at least in matter of ideals, centered around a family concept. They stress the idea that we are a family and take care of one another. However, I typically avoid after work gatherings with my co-workers. I imagine most presume I do it either out of some sense of religious moral hesitation due to their typical behavior, or perhaps outright snobbery.
The truth is, overall, I'm terrified of people. In my experience, a large percentage of people are- to some degree- petty, cruel, two-faced and judgmental (while simultaneously considering themselves "good"). They are always watching you and waiting to see if you're of any value. They want you to prove yourself to them, otherwise they will write you off. Some might treat you with kindness and talk behind your back.
I've never been one to play that game. I try to accept people at face value and just get along. I say what I mean and mean what I say (with, admittedly, a variable measure of tact and consideration). And if someone doesn't like me, I stay away from them. I have nothing to prove to anyone. But that isn't really an option in the military. The military functions much like a small community or town, with all the good and bad things that come from that setting. You can't avoid people because you need them, and they you, to get things done. You develop a reputation and get harassed or just become a pariah if you are lacking in an area. Or you can meet the status quo and be part of the Good Ol' Boys.
(On a side note, you can become a pariah or gain disapproval for not performing above and beyond your job requirements. In other words, doing your job is not enough. Think of the movie "Office Space" and the "pieces of flair" for context.)
Being around people involves a game of sorts, and it's exhausting. I try to anticipate events of the day, read between emotions, words and situations and use sound judgment in when and when not to speak or act. It's a constant razor's edge of wading through the mire of people's bullshit and trying to come out clean on the other side.
Often times I find myself analyzing the events of a social interaction well after it happened to search for any hint of subtle hostility from others or mistakes on my own part. As you can imagine, this does not contribute well to any sense of peace.
As odd as it sounds, I am a social creature. People were created to be so. There are a handful of people whom I trust and, with whom, I let my guard down. I have to have known them for years or just have had deep, open talks with them regarding life and theology. I know where they stand and they with me. Those are the people who refresh my soul.
So in short, I avoid people in my time off because I'm trying to recover from the week. If you need to rest, you don't work. When I need to rest, I avoid the people who behave like enemies.
Man, this post makes me sound like an emo teenager. Ugh.
Next time I'll talk about BJU and the issues I've been wrestling with for about a decade.
I've said in this blog-journal thing before that, figuratively speaking, I'm a runner. This fact has only become more readily apparent to me this past week. The past few months have been difficult for me, and this past week was the kicker. I almost had a literal nervous breakdown at work, and in the aftermath of introspection I learned some things about myself. What exactly I learned is a rather involved process and spans a decade so I'm going to spread that over a few entries. I don't feel like writing a novel today. The theme for these entries involves trust. The key points of my breakdown involve my anti-social tendencies, my inner conflict, and my relationship to God. I hope to write these as a means to help overcome this monumental obstacle in my life.
But today I'm going to talk about why I'm anti-social. At the end of this series, you'll see how that has played into the events leading to today.
My greatest enemy in life (outside of myself, that is) seems to be Perception. Perception has burned me more than anything else, whether through my own faulty perceptions of situations and people or, much more frequently, people's perceptions of me.
My job is, at least in matter of ideals, centered around a family concept. They stress the idea that we are a family and take care of one another. However, I typically avoid after work gatherings with my co-workers. I imagine most presume I do it either out of some sense of religious moral hesitation due to their typical behavior, or perhaps outright snobbery.
The truth is, overall, I'm terrified of people. In my experience, a large percentage of people are- to some degree- petty, cruel, two-faced and judgmental (while simultaneously considering themselves "good"). They are always watching you and waiting to see if you're of any value. They want you to prove yourself to them, otherwise they will write you off. Some might treat you with kindness and talk behind your back.
I've never been one to play that game. I try to accept people at face value and just get along. I say what I mean and mean what I say (with, admittedly, a variable measure of tact and consideration). And if someone doesn't like me, I stay away from them. I have nothing to prove to anyone. But that isn't really an option in the military. The military functions much like a small community or town, with all the good and bad things that come from that setting. You can't avoid people because you need them, and they you, to get things done. You develop a reputation and get harassed or just become a pariah if you are lacking in an area. Or you can meet the status quo and be part of the Good Ol' Boys.
(On a side note, you can become a pariah or gain disapproval for not performing above and beyond your job requirements. In other words, doing your job is not enough. Think of the movie "Office Space" and the "pieces of flair" for context.)
Being around people involves a game of sorts, and it's exhausting. I try to anticipate events of the day, read between emotions, words and situations and use sound judgment in when and when not to speak or act. It's a constant razor's edge of wading through the mire of people's bullshit and trying to come out clean on the other side.
Often times I find myself analyzing the events of a social interaction well after it happened to search for any hint of subtle hostility from others or mistakes on my own part. As you can imagine, this does not contribute well to any sense of peace.
As odd as it sounds, I am a social creature. People were created to be so. There are a handful of people whom I trust and, with whom, I let my guard down. I have to have known them for years or just have had deep, open talks with them regarding life and theology. I know where they stand and they with me. Those are the people who refresh my soul.
So in short, I avoid people in my time off because I'm trying to recover from the week. If you need to rest, you don't work. When I need to rest, I avoid the people who behave like enemies.
Man, this post makes me sound like an emo teenager. Ugh.
Next time I'll talk about BJU and the issues I've been wrestling with for about a decade.
Saturday, August 6, 2011
The End of Sarcasm
Sarcasm has been a part of my behavior for as long as I can remember. It comes in a variety of forms, some charming and some hostile. As I've grown older, it seems the hostile forms have increased in frequency. Therein lies the problem.
One of my reasons for anti-social tendencies is because I find people to be generally hostile, petty, self-righteous and untrustworthy, especially regarding anything that doesn't conform to group think. This applies regardless of the sort of group in question, so this is not so much of a popular-status-quo-group objection as much as an observation of human behavioral common denominators. Hence, I tend to approach people with caution.
In general I find that a group will offer general passive-aggressive lip service to one another in person, and then immediately talk behind a person's back when said person is absent. To me, gossip is the epitome of cowardice. I find it baffling that a person would talk behind another person's back to a group that is almost certainly going to do the same to the speaker, or any other member of the group, when they are absent. Even more baffling is that one person might consider anyone within this group a "friend".
This talk ranges from light to outright furious tearing down of one's character and actions. And if this commentary catches on, it can then become a group inside joke, spoken when the person in question is gone. Enter the venomously sarcastic hyperbole.
What I mean by sarcastic hyperbole is similar to a snowball effect in regard to satiric exaggeration. One person might see a member of the group with a bad haircut. When that person is gone, one of them might remark sarcastically how much they "love" that terrible haircut. The next person might remark that they loved it so much that they will be getting one themself. A third person might chime in about that bad haircut being so great that they received some sort of sexual satisfaction from seeing it. Continue the exaggeration ad nauseum.
I admit, I'm guilty of this sort of sarcasm, though I do it to people's faces, and typically it's a teasing more than overt hostility. However, of late, I've become more aware of the power of a person's words to lift someone up or to tear them down. Even when I've had good intentions for my words- in some cases, well meaning criticisms- I've done irreparable harm to people I care about. I also am acutely aware of things that were said to me by various individuals that stay with me to this day. We all try to put up a tough guy front, but I imagine everyone can remember turning points in their lives where someone said something, regardless of the intent, that stayed with them their whole lives, for good or ill.
Words- all words- have power. And the Christian should remember that the Bible says emphatically that every idle word will be called into account by God. The book of Proverbs has so much to say about good and evil speech and how much destruction words can cause. And yet I've mostly ignored it out of my own self-righteousness.
So this week, I've resolved to end my tendency to make sarcastic remarks. My wife expressed some degree of disappointment because she thinks my comments, at least the non-hostile ones, are generally funny. But I need to get a handle on my words.
Good friends have told me that, at times, I can come off as somewhat stuck up. I admit, this also baffles me, but if it's true, this is also a problem. Perception is always my enemy and it seems I give off signals I don't intend to rather frequently. So the last thing I need is to come off as stuck up and, due to sarcasm, condescending. I need to reflect Christ as a Christian, or the term will have no meaning at all.
One of my reasons for anti-social tendencies is because I find people to be generally hostile, petty, self-righteous and untrustworthy, especially regarding anything that doesn't conform to group think. This applies regardless of the sort of group in question, so this is not so much of a popular-status-quo-group objection as much as an observation of human behavioral common denominators. Hence, I tend to approach people with caution.
In general I find that a group will offer general passive-aggressive lip service to one another in person, and then immediately talk behind a person's back when said person is absent. To me, gossip is the epitome of cowardice. I find it baffling that a person would talk behind another person's back to a group that is almost certainly going to do the same to the speaker, or any other member of the group, when they are absent. Even more baffling is that one person might consider anyone within this group a "friend".
This talk ranges from light to outright furious tearing down of one's character and actions. And if this commentary catches on, it can then become a group inside joke, spoken when the person in question is gone. Enter the venomously sarcastic hyperbole.
What I mean by sarcastic hyperbole is similar to a snowball effect in regard to satiric exaggeration. One person might see a member of the group with a bad haircut. When that person is gone, one of them might remark sarcastically how much they "love" that terrible haircut. The next person might remark that they loved it so much that they will be getting one themself. A third person might chime in about that bad haircut being so great that they received some sort of sexual satisfaction from seeing it. Continue the exaggeration ad nauseum.
I admit, I'm guilty of this sort of sarcasm, though I do it to people's faces, and typically it's a teasing more than overt hostility. However, of late, I've become more aware of the power of a person's words to lift someone up or to tear them down. Even when I've had good intentions for my words- in some cases, well meaning criticisms- I've done irreparable harm to people I care about. I also am acutely aware of things that were said to me by various individuals that stay with me to this day. We all try to put up a tough guy front, but I imagine everyone can remember turning points in their lives where someone said something, regardless of the intent, that stayed with them their whole lives, for good or ill.
Words- all words- have power. And the Christian should remember that the Bible says emphatically that every idle word will be called into account by God. The book of Proverbs has so much to say about good and evil speech and how much destruction words can cause. And yet I've mostly ignored it out of my own self-righteousness.
So this week, I've resolved to end my tendency to make sarcastic remarks. My wife expressed some degree of disappointment because she thinks my comments, at least the non-hostile ones, are generally funny. But I need to get a handle on my words.
Good friends have told me that, at times, I can come off as somewhat stuck up. I admit, this also baffles me, but if it's true, this is also a problem. Perception is always my enemy and it seems I give off signals I don't intend to rather frequently. So the last thing I need is to come off as stuck up and, due to sarcasm, condescending. I need to reflect Christ as a Christian, or the term will have no meaning at all.
Friday, July 8, 2011
Seeds
I come across a lot of interesting anecdotes as a teacher. One of the stories that stood out to me most is because it shocked me and changed my perspective on people as a whole.
When it comes to wisdom, I often make the mistake that people consider decisions and truths much in the same way I do. It’s been said that it is a great folly to assume other people think the way you do. I always figured that people evaluate information based on two basic criteria: whether it’s true, and whether they want to accept it and apply it. A person can do one or both, which is the way I’ve typically approached things. I always assumed that when someone rejected sound wisdom it was based on one of those two things. I’ve seen people accept something as true but blatantly ignore it, as well as someone consciously welcome a lie with open arms.
The student in question was having a discussion with his classmates about various vices in life. It was then he stated that he had never had the desire to smoke until his father warned him not to. This caught my attention and I inquired further. He told me that his dad had smoked all his life and had warned his son about what smoking did to one’s health, appearance, and finances. Yet for some reason, this experiential wisdom passed on by a concerned father was the thing that placed the seed of desire into his son.
That baffled me to no end. The son could see the results of his father’s vice in front of him and hear his father’s clear warning regarding it. All these evidential negatives were collected and presented like exhibits in a courtroom. Why then would this spark a desire to do it? Is that not the epitome of foolishness?
I assumed this was perhaps an isolated incident, but as I asked around the classroom, and then people I was acquainted with as time passed, I found this to be the norm rather than the exception. People will do -even passionately pursue- something for no other reason than that someone told them not to do it.
I can only wonder as to the reasoning within the heart (if there is any) that allows this foolishness to blossom. It seems the rebellion is of a selective sort. You generally don’t see people shooting themselves with guns just because someone warned them it would kill them. So what defines the terms of this rebellion? Is it an issue of perceived time? Such as, a gun will kill you instantly, but a cigarette will take years. If so, that makes the rebellion much more petty and childish when all they are doing is playing a game with time. It’s almost like a “See? I can get away with it! You were wrong! Your rules don’t apply to me!” If that rebel were truly serious about proving the other wrong, they would opt for the instant version over the prolonged version. And that would be a very short-lived rebellion indeed.
I’ve known friends who have challenged sound wisdom and authority because they fooled themselves into thinking they were special- that they were above any consequence and could beat “the system”, whatever system that might be of authority or causality. It’s like an insolent child with a smug little sneer, irrationally stamping his foot at his parent and yelling “No!” for no other reason than a rebellious assertion of that child’s coveted autonomy.
I’ve recognized humanity’s tendency to rebel against honest authority and sound wisdom based on poor reasoning or just selfish desire. But to rebel for the sake of rebelling is the most arrogant, childish, foolishness I can think of. It’s been said that we would all kill God if we had the means, simply so that we would answer to no one. That seed of rebellion resides in every person deep down. If we can usurp God, then we can be our own gods and do as we wish; we can be our own definition of righteousness. It is foolish arrogance of the highest order. It was the sin in the Garden of Eden. We were told we could rebel against God, be our own gods, and there would be no consequence. It is the oldest lie in history and one we keep falling for. It’s how Satan works.
When it comes to wisdom, I often make the mistake that people consider decisions and truths much in the same way I do. It’s been said that it is a great folly to assume other people think the way you do. I always figured that people evaluate information based on two basic criteria: whether it’s true, and whether they want to accept it and apply it. A person can do one or both, which is the way I’ve typically approached things. I always assumed that when someone rejected sound wisdom it was based on one of those two things. I’ve seen people accept something as true but blatantly ignore it, as well as someone consciously welcome a lie with open arms.
The student in question was having a discussion with his classmates about various vices in life. It was then he stated that he had never had the desire to smoke until his father warned him not to. This caught my attention and I inquired further. He told me that his dad had smoked all his life and had warned his son about what smoking did to one’s health, appearance, and finances. Yet for some reason, this experiential wisdom passed on by a concerned father was the thing that placed the seed of desire into his son.
That baffled me to no end. The son could see the results of his father’s vice in front of him and hear his father’s clear warning regarding it. All these evidential negatives were collected and presented like exhibits in a courtroom. Why then would this spark a desire to do it? Is that not the epitome of foolishness?
I assumed this was perhaps an isolated incident, but as I asked around the classroom, and then people I was acquainted with as time passed, I found this to be the norm rather than the exception. People will do -even passionately pursue- something for no other reason than that someone told them not to do it.
I can only wonder as to the reasoning within the heart (if there is any) that allows this foolishness to blossom. It seems the rebellion is of a selective sort. You generally don’t see people shooting themselves with guns just because someone warned them it would kill them. So what defines the terms of this rebellion? Is it an issue of perceived time? Such as, a gun will kill you instantly, but a cigarette will take years. If so, that makes the rebellion much more petty and childish when all they are doing is playing a game with time. It’s almost like a “See? I can get away with it! You were wrong! Your rules don’t apply to me!” If that rebel were truly serious about proving the other wrong, they would opt for the instant version over the prolonged version. And that would be a very short-lived rebellion indeed.
I’ve known friends who have challenged sound wisdom and authority because they fooled themselves into thinking they were special- that they were above any consequence and could beat “the system”, whatever system that might be of authority or causality. It’s like an insolent child with a smug little sneer, irrationally stamping his foot at his parent and yelling “No!” for no other reason than a rebellious assertion of that child’s coveted autonomy.
I’ve recognized humanity’s tendency to rebel against honest authority and sound wisdom based on poor reasoning or just selfish desire. But to rebel for the sake of rebelling is the most arrogant, childish, foolishness I can think of. It’s been said that we would all kill God if we had the means, simply so that we would answer to no one. That seed of rebellion resides in every person deep down. If we can usurp God, then we can be our own gods and do as we wish; we can be our own definition of righteousness. It is foolish arrogance of the highest order. It was the sin in the Garden of Eden. We were told we could rebel against God, be our own gods, and there would be no consequence. It is the oldest lie in history and one we keep falling for. It’s how Satan works.
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